
The Tidelayer RPG Combat System
A Tactical System Designed for Meaningful Decisions
This section presents the core combat rules of Tidelayer RPG in a form intended for public reading.
It explains not only how combat works, but why it works this way.
When Combat Begins
Combat begins when two or more sides intentionally attempt to harm one another.
Combat is divided into combat rounds, and all participants act simultaneously.
There is no initiative roll.
Why this matters:
Simultaneous action removes turn-order dominance and eliminates “waiting your turn” gameplay.
Every round is a prediction problem, not a timing exploit.
The Combat Round
A combat round represents a short, intense moment of chaos.
During each round, every participant:
- decides how to spend their tactical slots,
- executes their chosen actions,
- and all results resolve at the same time at the end of the round.
Why this matters:
You cannot react perfectly to everything.
Combat becomes about commitment and anticipation, not reaction speed.
Tactical Slots – The Core Resource
A tactical slot represents a character’s limited attention, time, and physical capacity during combat.
Each round:
- characters receive a limited number of tactical slots,
- unused slots are lost at the end of the round,
- slots never carry over.
A tactical slot may be spent on:
- attacking,
- applying a combat tactic,
- repositioning,
- handling weapons,
- casting spells,
- or progressing a complex action.
Why this matters:
Everything competes for the same resource.
There is no “free movement,” no “free attack,” no hidden action economy.
Choosing what not to do is just as important as choosing what to do.
Attacks, Spells, and Actions
All physical attacks and attack-roll spells build on the same Attack maneuver.
- A basic attack costs 1 tactical slot.
- Spells that require an ATT roll cost:
- the spell’s slot cost, plus
- 1 tactical slot for the Attack maneuver.
- Spells without attack rolls use only their own slot cost.
Why this matters:
Magic and steel follow the same tactical logic.
No class bypasses the action economy.
Weapon Handling and Readiness
Weapons are not abstract loadouts.
They require time and attention to use.
Drawing, switching, or dropping weapons costs tactical slots based on the weapon’s Ready Cost.
If you switch weapons without enough available slots:
- the switch still happens,
- but you sacrifice all offensive capability for that round.
Why this matters:
Equipment choices matter during combat, not just before it.
Improvisation is possible, but never free.
Damage, Injuries, and Situational Disadvantage
Hit Points represent combat effectiveness, not just survival.
As HP decreases:
- characters suffer Situational Disadvantage (SD),
- reducing both ATT and DEF.
Injuries cause:
- slower reactions,
- divided attention,
- reduced combat performance.
SD stacks from:
- injuries,
- positioning,
- flanking,
- surrounding,
- terrain.
Maximum SD is capped, preventing runaway failure spirals.
Why this matters:
Damage changes how you fight — not just how long you last.
Fights naturally escalate in tension without becoming unwinnable.
Positioning, Flanking, and Attention
Defense is not just armor — it is awareness.
Attacks from the side or rear apply Situational Disadvantage if the target did not allocate attention to that direction.
Surrounding enemies divide focus and reduce defensive effectiveness without granting automatic hits or bonus damage.
Why this matters:
Positioning matters without becoming binary.
Smart movement creates advantage — but never guarantees success.
End of Combat
Combat ends when:
- one side is defeated,
- the parties disengage,
- or the situation ceases to be combat.
There is no forced “fight to the last hit point.”
Why this matters:
Retreat is a valid tactical outcome.
Survival is sometimes the smartest victory.